UI MOD: Rheclaim v2

Everything about mods can be found here.

Moderator: Morax

UI MOD: Rheclaim v2

Postby Rheic » 28 Aug 2018, 17:52

New in v2: Actually works now!
Fixed an issue some people were having where reclaim labels were not being created if the new menu options had never been used.


Rheclaim v2

Enables the player to more quickly evaluate reclaimable mass by automatically assigning each reclaim label a text size and/or color based on its mass value. This allows the player to quickly differentiate between high value and low value wreckage on the map at a glance.

By default the lowest value reclaim displays green text and this smoothly changes as mass value increases, through yellow and ending at orange. Text size also increases as mass value increases. Both of these features can be turned on or off, as well as color options selected, via two menu options in the interface menu.


Download

Get it from the mod vault or here:
Rheclaim_v2.rar
(2.55 KiB) Downloaded 186 times


Screenshots

Image
Image
Image
Image


Credit

This is basically my version of a mod created by Mielus and posted about here so credit to him.
Last edited by Rheic on 19 Sep 2018, 17:03, edited 5 times in total.
Rheic
 
Posts: 5
Joined: 30 May 2018, 19:39
Has liked: 0 time
Been liked: 0 time
FAF User Name: Rheic

Re: UI MOD: Rheclaim

Postby keyser » 28 Aug 2018, 18:58

would it be possible to agregate the reclaim in one spot to reduce the number of number on the screen ?
and if you zoom in, the agregated number split off.
Zockyzock:
VoR is the clan of upcoming top players now
keyser
Councillor - Game
 
Posts: 1870
Joined: 17 May 2013, 14:27
Has liked: 424 times
Been liked: 540 times
FAF User Name: keyser

Re: UI MOD: Rheclaim

Postby Rheic » 28 Aug 2018, 19:20

Good idea. Although programmatically deciding which labels to group together seems quite complex (and possibly cpu intensive) but I'll certainly put some thought into it.
Rheic
 
Posts: 5
Joined: 30 May 2018, 19:39
Has liked: 0 time
Been liked: 0 time
FAF User Name: Rheic

Re: UI MOD: Rheclaim

Postby nine2 » 28 Aug 2018, 22:18

Nice, Ill use the mod
nine2
Councillor - Promotion
 
Posts: 2416
Joined: 16 Apr 2013, 10:10
Has liked: 285 times
Been liked: 515 times
FAF User Name: Anihilnine

Re: UI MOD: Rheclaim

Postby Nojoke185 » 29 Aug 2018, 13:46

Some questions…

In the Mod how many levels/groupings of reclaim are there and what are the default ranges in each?
Could a menu option be made available to allow the user to customize mass values ranges and colors to their own taste?

i.e. as an example (user can set via a slider or input box the below to their own taste)

Low mass values = 10-200 mass (green)
Medium mass values = 201-500 mass (yellow)
High mass values = 501+ mass (orange)

Presumably the min displayed mass value cut off (10 in example above) is already handled by the existing game setting (so the mod would not allow to go below that value)

Nice mod also!
User avatar
Nojoke185
Contributor
 
Posts: 38
Joined: 02 Jul 2012, 21:52
Has liked: 0 time
Been liked: 6 times
FAF User Name: Nojoke

Re: UI MOD: Rheclaim

Postby Rheic » 29 Aug 2018, 17:47

Thanks Nojoke!

There are actually no groupings with ranges. Or infinite, depending on your point of view. This mod doesn't work by assigning a color/size based on the mass value falling into a particular range, as in Mielus's. Instead each reclaim label is assigned a color and size based on the results of entering its mass value into two logarithmic functions that are designed to spit out an appropriate text size/color change. This allows every possible mass value to have it's own individual color and size and avoids the need for a long series of if/else statements.

It would be possible to allow the user to edit the values used in the equations to get different results. For example, the point at which the color reaches its final value is currently set at 6000 and this is easily changed. The minimum text size is easily changed. Other than that though, basically what you're customizing is the shape of the logarithmic curve and this would be confusing to the user as it wouldn't be obvious what would result from changing the values. Maybe I could design a function that changes each value in the equation by a particular amount (via a slider) that makes sense without having to involve the user in the actual mathematics. I'm not sure whether the average user would appreciate a bunch of extra menu options for fine-tuning though. Ultimately you can always open the lua file and mess with these values anyway.
Rheic
 
Posts: 5
Joined: 30 May 2018, 19:39
Has liked: 0 time
Been liked: 0 time
FAF User Name: Rheic

Re: UI MOD: Rheclaim

Postby Nojoke185 » 29 Aug 2018, 22:52

thanks for the info, it sounds more complex than i had realized in the code
User avatar
Nojoke185
Contributor
 
Posts: 38
Joined: 02 Jul 2012, 21:52
Has liked: 0 time
Been liked: 6 times
FAF User Name: Nojoke

Re: UI MOD: Rheclaim

Postby axel12 » 07 Sep 2018, 17:49

User avatar
axel12
Contributor
 
Posts: 47
Joined: 08 Jan 2018, 13:22
Location: DE
Has liked: 7 times
Been liked: 6 times
FAF User Name: axel12

Re: UI MOD: Rheclaim

Postby Rheic » 16 Sep 2018, 18:59

New version up. Basically if it wasn't working for you before, it should be now.
Rheic
 
Posts: 5
Joined: 30 May 2018, 19:39
Has liked: 0 time
Been liked: 0 time
FAF User Name: Rheic

Re: UI MOD: Rheclaim v2

Postby douglasg14b » 07 May 2019, 21:07

I feel like this should be something that's part of FAF, this is pretty slick.

@Rheic would you consider making PR to FA to see if maintainers want it in?
User avatar
douglasg14b
Crusader
 
Posts: 21
Joined: 25 Jan 2019, 10:20
Has liked: 2 times
Been liked: 2 times
FAF User Name: Zongrash

Next

Return to Mods & Tools

Who is online

Users browsing this forum: No registered users and 1 guest